@inproceedings{f00e313f4c5f4fefa255642d23aee68e,
title = "Pervasive play",
abstract = "The infusion of mobile and collaborative technologies into our everyday lives enables new forms of pervasive games and play. We use the term pervasive play as shorthand for technology-mediated, playful experiences that are tethered to our everyday lives through the physical and virtual spaces we inhabit. This includes a variety of game and play genres ranging from alternate reality games to urban games to mixed reality performance and playful uses of public displays. The goals of the workshop are to (a) strengthen and broaden the community of pervasive play researchers and practitioners, (b) explore design frameworks for creating novel pervasive play experiences, and (c) identify key research questions, methods, and challenges for future research in this area.",
keywords = "Alternate reality, Augmented reality, Games, Mixed reality, Pervasive, Social games, Social play, Transmedia",
author = "June Ahn and Elizabeth Bonsignore and Hansen, {Derek L.} and Kari Kraus and Carman Neustaedter",
note = "Funding Information: The authors gratefully acknowledge the following NSF grants: AISL-1323306, AISL-1323787 Publisher Copyright: {\textcopyright} 2016 Authors.; 34th Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2016 ; Conference date: 07-05-2016 Through 12-05-2016",
year = "2016",
month = may,
day = "7",
doi = "10.1145/2851581.2856473",
language = "English (US)",
series = "Conference on Human Factors in Computing Systems - Proceedings",
publisher = "Association for Computing Machinery",
pages = "3317--3324",
booktitle = "CHI EA 2016",
}